Esempio n. 1
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        /// <summary>
        /// /!\ This method must be called before EVERYTHING else in the LateTick update.
        /// </summary>
        protected void BeforeLateTickGameLogic(out float d, out float unscaled)
        {
            GameInputManager.Get().LateTick();
            TimeManagementManager.Get().LateTick();

            d        = TimeManagementManager.Get().GetCurrentDeltaTime();
            unscaled = TimeManagementManager.Get().GetCurrentDeltaTimeUnscaled();
        }
Esempio n. 2
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        /// <summary>
        /// /!\ This method must be called before EVERYTHING else in the Tick update.
        /// </summary>
        protected void BeforeTickGameLogic(out float d, out float unscaled)
        {
            GameInputManager.Get().Tick();
            PersistanceManager.Get().Tick();

            TimeManagementManager.Get().Tick();

            d        = TimeManagementManager.Get().GetCurrentDeltaTime();
            unscaled = TimeManagementManager.Get().GetCurrentDeltaTimeUnscaled();

            if (levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Tick(d);
            }
        }
Esempio n. 3
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        /// <summary>
        /// /!\ This method must be called before EVERYTHING else in the FixedTick update.
        /// </summary>
        protected void BeforeFixedTickGameLogic(out float d, out float unscaled)
        {
            GameInputManager.Get().FixedTick();
            TimeManagementManager.Get().FixedTick();

            /// When the time is frozen, we set the Physics to autosimulation.
            /// The reason is that even if time is stopped (Time.deltaTime == 0f), some physics object may be created.
            /// If Physics.autoSimulation is set to false then no Physics occurs when Time.deltaTime == 0f. So we force it to calculate Physics events event if the time is frozen.
            if (Physics.autoSimulation && TimeManagementManager.Get().IsTimeFrozen())
            {
                this._simulatePhysicsTimeSteps.Reset();
            }
            Physics.autoSimulation = !TimeManagementManager.Get().IsTimeFrozen();

            d        = TimeManagementManager.Get().GetCurrentFixedDeltaTime();
            unscaled = TimeManagementManager.Get().GetCurrentDeltaTimeUnscaled();
        }
Esempio n. 4
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        private void ClearTest()
        {
            this.TestControllerConfiguration.TestControllerDefinition.ClearTest = false;
            this.SequencedActionPlayer.Kill();

            var allInteractiveObjects = InteractiveObjectV2Manager.Get().InteractiveObjects;

            List <RangeObjectV2> ExcludedRangesToDestroy = new List <RangeObjectV2>();

            for (var i = allInteractiveObjects.Count - 1; i >= 0; i--)
            {
                //We dont remove the level chunk
                if (allInteractiveObjects[i].GetType() != typeof(LevelChunkInteractiveObject))
                {
                    allInteractiveObjects[i].Destroy();
                }
                else
                {
                    ExcludedRangesToDestroy.Add((allInteractiveObjects[i] as LevelChunkInteractiveObject).GetLevelChunkRangeObject());
                }
            }

            for (var i = RangeObjectV2Manager.Get().RangeObjects.Count - 1; i >= 0; i--)
            {
                if (!ExcludedRangesToDestroy.Contains(RangeObjectV2Manager.Get().RangeObjects[i]))
                {
                    RangeObjectV2Manager.Get().RangeObjects[i].OnDestroy();
                }
            }

            MonoBehaviour.Destroy(TestEntitiesPrefabInstance);
            GameTestMockedInputManager.MockedInstance.GetGameTestMockedXInput().GameTestInputMockedValues.Reset();

            ///Reset camera position
            CameraMovementJobManager.Get().SetTargetPosition(this.InitialCameraPivotPointTransform);
            CameraMovementJobManager.Get().SetCameraZoon(this.InitialCameraZoom);

            ///Reset time management
            TimeManagementManager.Get().Reset();
        }
Esempio n. 5
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 /// <summary>
 /// /!\ This method is called when the time is frozen <see cref="TimeManagementManager.IsTimeFrozen"/>
 /// It manually simulate the physics world.
 /// Returns true is the physics world has been updated.
 /// </summary>
 protected bool BeforeFixedTickTimeFrozenLogic(out float d, out float unscaled)
 {
     d        = 0.0000000000000000001f;
     unscaled = TimeManagementManager.Get().GetCurrentDeltaTimeUnscaled();
     return(this._simulatePhysicsTimeSteps.Tick(d, unscaled));
 }